/Engine/Plugins/Experimental/ChaosVehiclesPlugin/Source/ChaosVehicles/Public/ChaosVehicleMovementComponent.h
Base component to handle the vehicle simulation for an actor.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideCategories=(PlanarMovement, "Components|Movement|Planar", Activation, "Components|Activation")) class UChaosVehicleMovementComponent : public [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent)
TArray<FVehicl...
Aerofoils
Optional aerofoil setup - can be used for car spoilers or aircraft wings/elevator/rudder
float
AngErrorAccumulator
Accumulator for RB replication errors
bool
bEnableCenterOfMassOverride
Enable to override the calculated COM position with your own fixed value - this prevents the vehicle handling changing when the asset changes
uint8:  1
bParkEnabled
float
BrakeInput
Brake output to physics system. Range 0...1.
FVehicleInputRa...
BrakeInputRate
Rate at which input brake can rise and fall.
uint8:  1
bRawGearDownInput
True if the player is holding gear down.
uint8:  1
bRawGearUpInput
True if the player is holding gear up.
uint8:  1
bRawHandbrakeInput
True if the player is holding the handbrake.
bool
bRequiresControllerForInputs
Bypass the need for a controller in order for the controls to be processed.
uint8:  1
bReverseAsBrake
If true, the brake and reverse controls will behave in a more arcade fashion where holding reverse also functions as brake.
uint8:  1
bThrottleAsBrake
If true, when reversing the throttle will behave like a brake while the vehicle moving in a backwards direction - requires bReverseAsBrake to be enabled for operation
bool
bUsingNetworkPhysicsPrediction
uint32:  1
bWasAvoidanceUpdated
Was avoidance updated in this frame?
FVector
CenterOfMassOverride
The center of mass override value, this value overrides the calculated COM and the COM offset value in the mesh is also ignored.
float
ChassisHeight
Chassis height used for drag force computation (cm)
float
ChassisWidth
Chassis width used for drag force computation (cm)
FChaosVehicleAs...
CurAsyncInput
FChaosVehicleAs...
CurAsyncOutput
EChaosAsyncVehi...
CurAsyncType
float
DebugDragMagnitude
Debug drag magnitude last applied.
float
DownforceCoefficient
DownforceCoefficient of the vehicle chassis - force pressing vehicle into ground at speed
float
DragArea
Drag area in Meters^2.
float
DragCoefficient
DragCoefficient of the vehicle chassis - force resisting forward motion at speed
float
HandbrakeInput
Handbrake output to physics system. Range 0...1.
FVehicleInputRa...
HandbrakeInputRate
Rate at which input handbrake can rise and fall.
float
IdleBrakeInput
How much to press the brake when the player has release throttle.
FVector
InertiaTensorScale
Scales the vehicle's inertia in each direction (forward, right, up)
float
Mass
Mass to set the vehicle chassis to.
FDelegateHandle
MeshOnPhysicsStateChangeHandle
Handle for delegate registered on mesh component
TObjectPtr<UNe...
NetworkPhysicsComponent
FChaosVehicleAs...
NextAsyncOutput
float
OutputInterpAlpha
TArray<FAsyncO...
OutputsWaitingOn
TObjectPtr<ACo...
OverrideController
Chaos::FSimpleA...
PAerodynamicsSetup
float
PitchInput
Body Pitch output to physics system. Range -1...1.
FVehicleInputRa...
PitchInputRate
Rate at which input pitch can rise and fall.
float
PrevReplicatedSteeringInput
float
PrevSteeringInput
TUniquePtr<FPh...
PVehicleOutput
float
RawBrakeInput
What the player has the brake set to. Range -1...1.
float
RawPitchInput
What the player has the pitch set to. Range -1...1.
float
RawRollInput
What the player has the roll set to. Range -1...1.
float
RawSteeringInput
What the player has the steering set to. Range -1...1.
float
RawThrottleInput
What the player has the accelerator set to. Range -1...1.
float
RawYawInput
What the player has the yaw set to. Range -1...1.
FVehicleReplica...
ReplicatedState
Replicated state of vehicle
float
RollInput
Body Roll output to physics system. Range -1...1.
FVehicleInputRa...
RollInputRate
Rate at which input roll can rise and fall.
float
SleepSlopeLimit
Option to apply some aggressive sleep logic if slopes up Z is less than this value, i.e value =Cos(SlopeAngle)so 0.866 will sleep up to 30 degree slopes
float
SleepThreshold
Option to apply some aggressive sleep logic, larger number is more agressive, 0 disables
FVehicleStabili...
StabilizeControl
Arcade style control of vehicle
float
SteeringInput
Steering output to physics system. Range -1...1.
FVehicleInputRa...
SteeringInputRate
Rate at which input steering can rise and fall.
float
StopThreshold
Auto-brake when absolute vehicle forward speed is less than this (cm/s)
int32
TargetGear
FVehicleTargetR...
TargetRotationControl
Arcade style direct control of vehicle rotation via torque force
float
ThrottleInput
Accelerator output to physics system. Range 0...1.
FVehicleInputRa...
ThrottleInputRate
Rate at which input throttle can rise and fall.
TArray<FVehicl...
Thrusters
Optional thruster setup, use one or more as your main engine or as supplementary booster
FVehicleTorqueC...
TorqueControl
Arcade style direct control of vehicle rotation via torque force
Chaos::ETransmi...
TransmissionType
uint32
VehicleSetupTag
Used to recreate the physics if the blueprint changes.
TUniquePtr<UCh...
VehicleSimulationPT
FVehicleState
VehicleState
float
WrongDirectionThreshold
Auto-brake when vehicle forward speed is opposite of player input by at least this much (cm/s)
float
YawInput
Body Yaw output to physics system. Range -1...1.
FVehicleInputRa...
YawInputRate
Rate at which input yaw can rise and fall.